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July 4, 2025

Magic Series: Greater Ancient Magicks

Magic Tier: II++

Magic Type: Universal

Can evolve into:

<Description>

The Greater Ancient Magicks, sometimes also known as the Universal Laws, are a group of eleven powerful Magicks. As some of the very first Magicks to have spawned out of the Prime Magic in the beginning of time, they serve as the primal, grand templates of all existing Magicks. That is to say, that each and every existing form of Magic in any given Fantasy, save for the Lesser Ancient Magicks, are in some form a degraded version of the Greater Ancient Magicks.

Despite their nature as Magic, their influence spans beyond any mere definitions of Magic, being able to alter and change the very ebbs and flows of the cosmos and reality itself. For no better term, they are much more than Magic, and more seem like Cosmic Laws made manifest. Because of this, some have also begun to refer to these Greater Ancient Magicks as the Universal Laws.

Outside of serving as a template for all other forms of Magic, these Magicks have also been instrumental in shaping the world and its societies, laying the foundations for future magical practices and institutions. It is theorised that uniting all ten Magicks together will allow one to awaken the Prime Magic. Though, others instead suggest that just merging Ultimate Magic together with the Power of Infinity will suffice.

<List of Greater Ancient Magicks>

  • Astral Magic: This Magic allows the user to manipulate their own soul, tap into the energies of celestial bodies, and also explore different planes of existence. This grants the user unparalleled knowledge and power.

  • Chaos Magic: This Magic allows the user to simultaneously manipulate the forces of creation and destruction. The user can manipulate the aspects of creation to heal, protect and manifest constructs, and likewise the aspects of destruction to annihilate and devastate the terrain.

  • Eldritch Magic: This Magic allows the user to manipulate arcane forces, energies and entities beyond the mortal realm, shaping them to form weapons and armour. Many practitioners of this Magic tend to end up being corrupted, turning into eldritch beings that never return to their true forms. As such, this is the most abhorrent Magic discipline amongst the ten.

  • Evolution Magic: This Magic allows the user to enhance or evolve all other forms of power, be it strong or weak. With this power, a user can interfere with another being's total mana capacity. Additionally, the user can also view the information and data of any person and object.

  • Fey Magic: The Magic used by the Fey / Faeries, the natives of the Feyworld. It grants the user multiple abilities, such as casting illusions, manipulating the plants and the wind, and tearing holes in reality.

  • Fundamental Forces Magic: This Magic allows the user to manipulate the four fundamental forces, that being gravity, electromagnetism, strong force and weak force. Initially, the user only has control over gravity, allowing them to levitate, redirect projectiles, and make potent blasts of concussive force. However, over time, users are slowly able to manipulate the other three fundamental forces as well. Veteran users of this Magic can interfere with a planet's magnetic field, create thermonuclear explosions, utilise geothermal energy like magma, or cause earthquakes and volcanic eruptions.

  • Metamorphosis Magic: This Magic allows the user to remake the form of a being, converting them into a different form. It can be used to turn a normal organism into a monster, and vice versa. It's true essence, however, is the power to control biological matter, so any being, be it animal, plant or aliens can be altered in the same way as well. With this in mind, it's true nature is essentially Matter Magic.

  • Spatial Magic: This Magic allows the user to manipulate the space around themselves. They can bend or expand space to warp away energy-based attacks, or move themselves to another space or location. More veteran users can control boundaries themselves, creating entire dimensions, or controlling the boundary between fantasy and reality.

  • Spirit Magic: This Magic allows the user to control, harness, absorb and manipulate the ambient spiritual energy around them. With this ability, they can conjure weapons made of spiritual energy, summon Elemental Spirits to aid them, and easily draw in the power of those around them.

  • Time Magic: This Magic allows the user to manipulate and perceive the flow of time. With it, the user can gain insight into past and future events, providing wisdom and guidance to those in need, or helping to avert potential calamities that hail in the future.

  • Wild Magic: The strangest of the Greater Ancient Magicks, it seems to be a blend of Fey Magic and Spirit Magic, allowing communion with natural energy and spirits, and the manipulation of one's soul. However, it does not bestow the user Spirit Magic and Fey Magic's full capabilities either, and seems to stand as a perfect intermediary between the two, rather than an outright fusion. Additionally, there are some abilities nonexistent in either arts, including the power to project one's willpower directly onto the world, granting the user a limited form of reality warping.

Magic References: Arifureta, Arcane Odyssey, Chromosh Chronicles, I Just Want a Peaceful Life

Character Design References (In Order): Yuuki Amagase (Astral), Yuni Nanasawa (Chaos), Misasa Tsukioka (Eldritch), Aya Inubousaki (Evolution), Seine Yoshinoya (Fey), Hime Narukawa (Gravity), Hinata Nirasaki (Metamorphosis), Wakoto Izumi (Spatial), Yuki Isurugi (Spirit), Nono Naruse (Time), Aiko Kurihara (Wild)